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Rising Legends: Affinity Abilities
Affinity Abilities
Air
Trick - Infusion
Requirements: Air Affinity
Gain Immunity to Wind. The Wind Tier in an Aura 3 + TT x 3 is increased or decreased by 1 + TT.
Duration 1 + TT minutes
Tornadoes and a gentle breeze are available to you for entertainment and comfort.
Body
Aspect
Requirements: Body Affinity
Gain 1 + TT Grit Pool.
It takes more to strike you down than foes expect and you always bounce back faster than others, ready for another round.
Chaos
Response - Infusion
Requirements: Chaos Affinity
After another target creature in 1 + TT range rolls, attack with 1 + TT d12 to cause them to reroll. They cannot choose not to defend against this.
Defense Zeal
Tilting the odds in your favor has never been your bag, too subtle. But forcing your opponents to contend against the odds twice? That's a lot more fun.
Curative
Trick - Infusion
Requirements: Curative Affinity
Reduce the Tier of 1 Ailment afflicting target creature in 1 + TT range by 1.
It's a good medic that can bring comfort and relief to a patient, it's a great one that can heal the whole body rather than a symptom at a time.
Decay
Trick - Suppression
Requirements: Decay Affinity
Ongoing effects in a Burst 1 + TT lose 1 duration.
Material rot is a reality most attempt to escape. It's with pleasure you remind them that the immaterial is just as susceptible.
Despair
Trick - Suppression
Requirements: Despair Affinity
Deal 1 + TT/3 Clumsy and Unsteady damage in a Burst 1 + TT
Despair hangs about you, a lingering miasma. Enemies shrink away, losing their confidence and forgetting their training.
Earth
Response - Elemental
Requirements: Earth Affinity
After target creature in 6 + TT x 2 range moves on land, cause Balance, DL increased by 3 + TT.
Be it a low rumble or great shattering, the earth shows its favor for you by forcing the enemy to stumble across its shifting surface.
Fire
Trick - Elemental
Requirements: Fire Affinity
For each Burning Ailment and Fire in up to 2 + TT target spaces in 3 + TT range, increase or decrease it by 1 Tier.
Fire's gifts are treacherous but powerful. At the edges it whispers always for the same thing, burn the world by your direction.
Gravity
Trick - Elemental
Requirements: Gravity Affinity
Target creature in 1 + TT range can change what direction counts as down for them as a reaction to moving as long as there is a surface that they could walk on in that direction in 1 + TT/2 range.
Duration 3 + TT rounds
You and gravity have a very sturdy relationship.
Hope
Response
Requirements: Hope Affinity
After a Skill roll, roll 1 + TT d12 to gain +1, DL 9.
Hope isn't a passive feeling to you, it's an action taken. Hardship, fear, struggle, pain, all of these things can, and will, be overcome.
Mind
Aspect
Requirements: Mind Affinity
You can have an additional 1 + TT Focal Subjects and Focal Points.
Not multitasking leaves you bored.
Mobile
Aspect
Requirements: Mobile Affinity
Gain +1 + TT on Mobility rolls.
Whether by weight training or packing efficiently, the burdens you carry won't be the thing to slow you down. Where others fall short, you go the extra mile.
Nature
Aspect
Requirements: Nature Affinity
Treat Environmental Factors, Precipitation, and Obscurement as 1 + TT Tiers closer to 0.
Nature walks have always been a pleasant stroll, the complaints of others a source of great amusement.
Necrotic
Trick - Transference
Requirements: Necrotic Affinity
Scry on target corpse in Reach. See the last 1 + TT minutes of the creatures life through their eyes.
Connecting to the dead in a way few others can, or want to for that matter, can be invaluable. Bringing justice to the murdered, giving closure to the grieving, or pilfering information, the dead's last few moments are fair game.
Order
Response
Requirements: Order Affinity
As target creature in 3 + TT range would reroll or use a reaction, attack with 1 + TT d12 to prevent it.
Defense Zeal
It's less about control and more about keeping things fair, at least, that's what you tell yourself. Everyone gets one chance, and if they blow it? They blow it. No redos.
Radiant
Aspect
Requirements: Radiant Affinity
Gain 1 + TT Energy Pool.
Pushing the shadows back comes naturally, as does nurturing the light. However, being a candle in the dark for others means being a barrier to some.
Senses
Trick - Suppression
Requirements: Senses Affinity
Treat Concealment as 1 + TT Tiers lower.
Duration 1 + TT rounds
Others might be baffled by efforts to hide or conceal, but with a glance from you the subterfuge is peeled away.
Space
Trick - Elemental
Requirements: Space Affinity
Attack a target in 3 + TT range to Reposition them 1 space in any direction or Trip them. The effect gains TT/2 Skill Tiers.
Defense Athletics
It's not just about being aware of the space around you, but how to manipulate the creatures within it. Given enough power you can put anyone, anywhere, anytime.
Spiritual
Aspect
Requirements: Spiritual Affinity
Gain 1 + TT Resolve Pool.
Always aligned with your own energies gaining internal awareness.
Tactical
Trick
Requirements: Tactical Affinity
Up to 1 + TT target creatures in 12 range count as Focused on everything you are Focused on.
Duration 1 + TT rounds   Defense Observe
Your insights on the battlefield are a boon to you and yours.
Time
Response - Transference
Requirements: Time Affinity
After you roll, roll 1 + TT d12 to reroll, DL 12.
Others pray for second chances while you make them happen.
Tinker
Aspect
Requirements: Tinker Affinity
Reduce the percent of the total material or Souls you need to provide to craft by 2 + 2 x TT.
There's always a use for the bits and bobs you collect in your various pockets and packs, all you have to do is find it.
Umbral
Aspect
Requirements: Umbral Affinity
Gain 1 + TT Mystical Reduction.
The immaterial energies of manifestations struggle to find purchase on you, sometimes sliding away entirely.
Water
Aspect
Requirements: Water Affinity
Gain +1 + TT on range with Displacement and Awareness rolls when sensing targets in areas of water or mist.
You build your world through water.





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